• 제목/요약/키워드: a collaboration work

검색결과 497건 처리시간 0.027초

What is the Role of Co-coordinator?: From Internship's Experience

  • Onishi, Mai;Morimoto, Emi;Kamada, Mahito
    • 공학교육연구
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    • 제15권5호
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    • pp.42-46
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    • 2012
  • Graduate Students in engineering at The University of Tokushima can take part in an educational program which is offered long-term internship opportunities (at a company or the government). Onishi, one of authors, took part in this educational program. She is studying environmental conservation at the university and is interested in environmental conservation activities led by residents. Striking a balance between environmental conservation and human economic activities is seen as important to society. However, the continuing in environmental conservation activities is difficult. Therefore, collaborative activities attract attention as a way of the continuing in environmental conservation activities. A person called "co-coordinator" is a key to make many people to participate in the sustainable collaboration activities. The main role of co-coordinator is connecting people who are interested in environmental conservation activities. The purpose of joining in environmental conservation activities is different from person to person depending on where they belong to or where they live. Onishi took part in the educational program to learn the techniques of adjusting the differing interests. She did her internship at environmental consulting company in Kamikatsu town, Tokushima prefecture. She participated in several environmental conservation activities and work experience as a coordinator. Through this experience, she learned not only the technique but also the difficulty of the work. This paper reports the results obtained from her experience.

여러 공급업체와 공동개발에서의 협업전략과 제품개발 성과 (Collaboration Management Strategies and Product Development Performance)

  • 홍윤숙
    • 한국경영과학회지
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    • 제39권3호
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    • pp.93-115
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    • 2014
  • In collaborative product development with multiple suppliers, buyers must manage the suppliers' activities. This empirical research investigates the performance impacts of three strategies that buyers use to manage suppliers who design interdependent components. These strategies are: Instructionism (giving clear instructions to suppliers), Teaming (forming an interactive development team with suppliers), and Delegation (transferring component development responsibilities to suppliers). Data were collected through a cross-industry web-based survey of buying firms in manufacturing industries whose products require multiple, interdependent components. A path analysis utilizing 318 survey responses indicates that Instructionism has a positive effect on design quality, and Teaming has a positive effect on design quality and component innovation. The use of Delegation is not related to any of the performance indicators. The practical implication of this research for product development managers is that both Instructionism and Teaming can be effective strategies. For the purpose of assuring design quality, a buyer should give clear instructions in detailed specifications or work closely with suppliers in development teams. If competitive priority is product innovativeness, however, the buyer should work closely with its suppliers during component development processes using a Teaming strategy.

The Future of Workplace in Vertical Cities: Hanging Gardens, Roof Terraces and Vertical Plazas

  • Reinke, Stephan C.
    • 국제초고층학회논문집
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    • 제9권1호
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    • pp.71-79
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    • 2020
  • As the workplace evolves in our vertical cities, the need for "think spaces" and the public realm to meet, create and innovate will become integral to tall buildings. These people places are designed to address the social challenges and enhance the co-working environments which are emerging in the dense urban context of our future cities. The design of sky terraces and the "spaces between" offer a greener, more humane and smarter work environment for the future. The public realm should no longer be held down, fixed to the ground plane, but rather become part and parcel of the upper levels of our workplace centers. These collective spaces in our workplace centers must provide a three dimensional matrix of connected and identifiable platforms to leverage the open and progressive future way of working. This will enable social networking and idea sharing, and create multi-dimensional, multi-level business incubators for innovation and creativity. The BCO ( British Council of Offices) has performed a landmark Wellness Matters Report which provides an exemplary roadmap for the future of the workplace. Our future vertical cities must also provide for serendipity in the workplace; a key attribute to drive the information exchange and collaboration that are proven to provide positive and progressive business outcomes. In addition to demonstrating examples of existing built work and the concept of the integrated vertical public realm, the presentation also will consider and define wellness in the workplace as a critical factor in our design strategies and our future workplace environments Hanging Gardens, Roof Terraces and the Vertical Plazas; designed for interchange, wellness, animation and collaboration.

연극 '피카소의 여인들'의 무대 의상 제작 시스템에 관한 연구 (A Study on the Production System of Stage Costume for Theatre 'Picasso's Women')

  • 김영삼
    • 복식문화연구
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    • 제19권1호
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    • pp.83-95
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    • 2011
  • Today, a variety performance premiered in Korea, works of art as an advanced production planning and production system is becoming. Accordingly, the field of stage costume also increased collaboration with foreign producers and production systems and the advancement of the stage costume are required are becoming. The opening performance of the 30th anniversary of the Seoul Theater Festival was selected as Towol Theater Theater in 2009, April 16 to 26 of Picasso's women's costume is the study of production systems. This work directing and stage design by inviting domestic producers from foreign fields, and co-authored the work in the field of stage costumes in collaboration with foreign producers that are worth study and research work. In this study, this work has a practical study of costumes throughout the production system, an advanced stage costumes to contribute to the development of the field. The research methodology book data, collected papers, Internet resources through research and theoretical studies play 'Picasso's women's stage production of the award total to an empirical study was undertaken. The results of this study are as follows. First, the costume director for making a scholarly grasp of the direction of the investigation is ongoing throughout the process of creating the costumes. Second, foreign producers and co-author of the stage when the award, if other than purely domestic producers and create costumes to build production systems. Third, foreign producers and co-costume design and costume making coherent explanation for the processing of the list(Costume Breakdown List) are developed. Fourth, the actual performance over the director's intention to visualize the presentation was good enough, and the idea of the costume crew was taken to the director's idea of directing a play that reflected the will has a big meaning.

KNOTWORKING - A NOVEL BIM-BASED COLLABORATION PRACTICE IN BUILDING DESIGN PROJECTS

  • Hannele Kerosuo;Tarja Maki;Jenni Korpela
    • 국제학술발표논문집
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    • The 5th International Conference on Construction Engineering and Project Management
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    • pp.80-86
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    • 2013
  • Knotworking represents a distributed collaborative expertise in pursuit of a task that is organized among designers from different design disciplines. Construction processes involve phases and tasks that cannot be solved in one organization only, as integration of expert knowledge from various sources is needed. Through knotworking, groups of people, tasks and tools are set to work intensively for a short period of time to solve a problem or accomplish a task. Knotworking requires intensive collaboration across organizational boundaries and hierarchies. The practice of knotworking has been developed and applied in the development of healthcare organizations, libraries and school-university relationships, but it has not previously been applied in the construction industry. In this paper, we describe the concept of knotworking and the findings of a case study that we completed in the Finnish construction industry. We will also compare the similarities and differences of the Big Room and knotworking in terms of participants, duration, target, space/infrastructure, benefits and challenges. Finally, we present some suggestions for further research and experimentation on knotworking in construction projects.

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건설 프로젝트 업무관리 효율화를 위한 콘텐츠기반 협업 플랫폼 개발 (Development of Collaboration and Communication Platform based on Contents for an Efficient Task Management in Construction Project)

  • 김성아;정충원;김남호;최철호;진상윤
    • 한국건설관리학회논문집
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    • 제17권3호
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    • pp.98-107
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    • 2016
  • 건설 프로젝트에서 정보관리 시스템은 도면, 문서관리, 행정처리 위주로 사용되고 있으며, 실시간 의사소통 및 참여자간의 의사전달 관리를 지원하는데는 한계가 있다. 본 연구에서는 다양한 커뮤니케이션 방식과 콘텐츠를 지원하는 플랫폼 비즈니스 시대에 맞추어 프로젝트 참여자간 의사전달 관리를 지원하는 협업 플랫폼을 개발함으로써 효과적인 의사소통, 정보공유 및 업무관리 효율화에 기여하고자 한다. 도면 및 문서관리 또는 행정업무 중심으로 사용되는 기존 프로젝트 또는 사업관리 시스템에서 벗어나 프로젝트 참여자간 커뮤니케이션 및 협업과 관련된 일련의 활동을 지원하는 협업 플랫폼(CCP)을 개발하는 것이 본 연구의 목적이다. 본 연구에서 개발된 CCP는 설문조사를 통해 협업 플랫폼 사용에 따른 효과가 검증되었으며, 기존 커뮤니케이션 또는 협업 방식에 비해 정보공유 및 배포, 기록 및 추적관리가 용이하며, 자신의 업무능력 향상에 기여한 것으로 나타났다.

로봇 어플리케이션을 위한 협업 프레임워크 설계 (The Design of Collaboration Framework for Robot Application)

  • 이창묵;권오영
    • 정보처리학회논문지A
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    • 제17A권5호
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    • pp.249-258
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    • 2010
  • 로봇 어플리케이션의 활용도는 사회 전반에서 점차 확대되고 있지만 로봇들의 컴퓨팅 자원 차이로 인해 한 로봇에서 다양한 어플리케이션을 실행하기는 힘든 실정이다. 본 논문에서는 로봇이 주변 장치와의 자원 공유를 통해 자원의 제약을 극복하는 프레임워크를 제안한다. 프레임워크는 협업에 요구되는 공통 구성 요소들을 정의하고 어플리케이션을 쉽게 제작할 수 있는 API를 제공한다. 로봇과 다른 장치가 네트워크로 연결된 환경에서 동작하는 로봇을 이용한 체조 학습 어플리케이션의 예시를 통해 프레임워크의 동작 흐름을 보인다.

현대패션에 나타난 아트모드에 관한 연구 (A Study of the Art Mode in Modern Fashion)

  • 김선영
    • 복식
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    • 제59권8호
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    • pp.1-14
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    • 2009
  • This study was aimed to make clear fashion is an expression art displaying not only functional or commercial aspects, but creative functions as an artistic work by analyzing Art Mode and its values, and to help develop more creative design by combining fashion with art. In terms of method, relevant documents, precedent studies, and the works announced in domestic and foreign fashion collections, such as Vogue, Fashion News, Gap, and Collections from 2000 to 2009. According to the findings, artistic works were used by the Art Mode in modern fashion. The respect of artists was expressed using historic famous painting works or current works in various fields, designers' individuality was shown by directly applying work messages to clothes, and fashion design was converted into a tool to communicate the messages like artistic works. Second, the various styles, using the formative character of modern art styles from animalism to modern abstractism, showed the creativity of design, transformed art into the art that enables to see the image of modern art, and presented the possibility of developing into a newer creative design through the application of numerous art styles and the transformation of ideas. Third, the collaboration with artists was used. Fashion designers or fashion brands tried to change the images of works or brands in partnership with artists or to increase differentiated images. The future direction of fashion is a pursuit of new form and content to express fashion, not simply to use artistic works. It is expected that such pursuit will lead to more creative and artistic fashion design.

순차협업형 프로젝션 맵핑 제작 과정에 관한 연구 - 'Media Conglomerate'의 사례를 중심으로 - (A Study on the Process of Sequential Collaborative Projection Mapping - Focused on case of 'Media Conglomerate' -)

  • 이은주;임양규;박진완
    • 한국과학예술포럼
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    • 제26권
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    • pp.289-299
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    • 2016
  • 시대의 흐름에 따라 예술의 범위는 점차 확장되어왔다. 과학 기술 또한 미디어아트라는 이름으로 예술에 기여하게 되었고, 예술가와 기술자는 협업의 관계로 이어지게 되었다. 이러한 배경을 바탕으로 예술에서의 협업의 의미를 알아보고 미디어아트의 한 분야인 프로젝션 맵핑을 중심으로 사례를 분석하였다. 특히 본 연구에서는 순차협업형 프로젝션 맵핑 작품의 콘셉트와 제작 프로세스를 제안하고 작품 제작과 전시 과정을 하나의 실험으로 보았다. 이를 토대로 작품제작 사례를 통해 순차협업 절차를 정의하고, 협업에 필요한 기반기술과 절차를 제시하였다. 제시한 기술과 절차는 일종의 플랫폼으로써 프로젝션 맵핑 전시와 페스티벌 등에 적용할 수 있다. 또한 이러한 과정에서 예술가와 기술자의 협업 관계, 작품에서의 크레딧 문제 등을 되짚어보았다.

공동작업을 위한 어플리케이션 공유 공동작업 엔진의 설계 및 구현 (The Design and Implementation of ACE(Application sharing collaboration Engine) for Collaboration Work)

  • 오주병;김진석;김혜규
    • 한국정보처리학회논문지
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    • 제5권3호
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    • pp.606-619
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    • 1998
  • 본 논문에서는 지역적으로 분산되어 있는 사람들간에 공동작업을 가능하게 하는 어플리케이션 공유 공동작업 엔진(ACE:Application sharing collaboration Engine)을 설계하고 구현하였다. 어플리케이션 공유는 한명 또는 그 이상의 사용자들이 개인 컴퓨터 시스템 상에서 실행되고 있는 전용 어플리케이션을 다른 사용자들과 함께 공유하도록 하는 기술이다. 우리는 실시간 어플리케이션 공유가 가능하도록 ASO(Application Sharing Object)객체와 그 행위들을 정의하였고, 공동작업 엔진은 ASO 객체들을 이용하여 분산된 시스템간에 공유기능을 처리한다. ASO 객체는 활성화 객체(activateASO), 수정 객체(updateASO), 입력 객체(inputASO) 그리고 제어 객체(controlASO)들로 구성되어 있다. ASO 행위는 키보드 입력과 마우스 클릭과 같은 특정 순간에 발생되는 이벤트와 뷰 이미지 같은 어떤 순간에 유지될 수 있는 상태들의 변화에 의하여 발생 된다. 구현된 어플리케이션 공유 공동작업 엔진은 데이터 회의 시스템, 원격 교육, 그리고 엔지니어를 위한 프로젝트 공동작업 등에 적용될 수 있다.

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